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9. July 2020

FNA is an open source project making it easy to port and maintain XNA based games to several different platforms.  FNA has been used to port a huge number of indie games including the likes of Celeste, Bastion, Axiom Verge, FEZ, Owlboy, Rogue Legacy and more. 

The goal of FNA is described as:

Our goal is to preserve the XNA game library by reimplementing XNA itself, with an incredible focus on accuracy. We want to reproduce XNA as it was made by Microsoft, while providing an experience that feels "at home" on all of our target platforms. We don't use game-specific hacks in our code: either we do it right or we don't do it at all.

Because our platform focus is exclusively on fully open platforms, our primary focus is on the desktop. To that end, FNA supports Windows, macOS, and GNU/Linux with a single assembly file. We don't use preprocessor conditionals for platforms; our platform model requires that we build a library that works on any platform, regardless of where it was built. When you build an FNA title with Visual Studio, you can expect it to function on Windows, Mac, and Linux with that one set of output assemblies. Additionally, FNA has support for iOS, tvOS, Xbox One, Nintendo Switch, and Google Stadia.

A more recent development reported on Gaming On Linux, is the creation of FNA3D, a new backend supporting different 3D back ends, including new alpha level support for the Vulkan framework.  The one thing FNA does not support is the Content Pipeline, although you can use the MonoGame content pipeline.  The reasons why FNA didn’t implement the XNA pipeline is described here.  There is a project to make getting up and running using FNA and MonoGame’s content pipeline available here

If you are interested in learning more about XNA/FNA/MonoGame, we have a tutorial series available here.  You can learn more about FNA in the video below.

GameDev News

3. July 2020

Flax Engine, an in development closed beta game engine, we first covered in August of 2018, just announced the release of version 0.7 beta.  This is one of the final closed beta releases as the close in on a full 1.0 release and there are some major new features available.

Details from the Flax Engine blog:

Today we have published a new Flax 0.7 update! This version is the second Beta release! We plan to release the final 1.0 version soon.

The newest Beta version makes another great step towards AAA-ready engine with lots of tasty features such as C++ Scripting, PlayStation 4 and Xbox Scarlett support, Gameplay Globals, and shaders hot-reloading.

In this post, we will review the newest update highlights and focus on the most interesting parts. To see detailed information visit the official release notes.

You can learn more about Flax Engine in the video below.

GameDev News

26. June 2020

The NeoAxis Engine just released the source code, although it’s technically not “open source” according to OSI compliant licenses.  You can now access the source code on GitHub.

Here is the license:

  • 1. When publishing your product, you must add "Made with NeoAxis Engine (" with the product information and in its credits.
  • 2. You can distribute the NeoAxis editor with your product. When you do it the window title of the editor must be:

    "Your project name - NeoAxis Engine 2020.3 (".

    Or if you made engine modification:

    "Your project name - Modified version of NeoAxis Engine 2020.3 ("

    This can be done by changing the value of the ModifiedVersionOfNeoAxisEngine field in the Sources\Engine\NeoAxis.Core\Utility\EngineInfo.cs file.

  • 3. You can distribute the source code of the NeoAxis Engine. In the case of publishing any part of the modified source code, for example, by means of creating a fork or other distribution method, you automatically become the contributor of the NeoAxis Engine. This means that the NeoAxis Group Ltd reserves the right to use your modified source code at its discretion, for example, to improve the original version of the NeoAxis Engine. Copyright for modified code is saved to you.

To me that certainly sounds like something an existing OSI license should cover.  You can learn more about NeoAxis making the source available in the video below.

GameDev News

27. April 2020

There is a new Humble Bundle available today of interest to game developers, specifically C# programmers. It is the C# & .NET CORE Humble Bundle by Packt Press, a collection of e-books and training videos around the subjects of C#, .NET Core, Azure and more.

As with all Humble Bundles, this one is split into tiers:

1$ Tier

· Hands-On Mobile Development with .NET Core

· Modernize ASP.NET Web Apps with Azure App Services

· Hands-On Network Programming with C# and .NET Core

· C# 8 Programming in 4 Hours (VIDEO)

· C# 8 and .NET Core 3.0 New Features (VIDEO)

8$ Tier

· Beginning ASP.NET Core 3.0

· C# 8 and .NET Core 3.0 (VIDEO)

· Hands-On Object-Oriented Programming with C#

· Hands-On Design Patterns with C# and .NET Core

· Learn Modern App Development with C# 8 and .NET Core 3.0 (VIDEO)

· Programming in C#: Exam 70-483(MCSD) Guide

· Hands-On Software Architecture with C# 8 and .NET Core 3

· Hands-On Parallel Programming with C# 8 and .NET Core 3

15$ Tier

· ASP.NET Core 3 and React

· ASP.NET Core 3 and Angular 9

· Hands-On RESTful Web Services with ASP.NET Core 3

· C# 8 and .NET Core 3 Projects using Azure

· Hands-On Domain-Driven Design with .NET Core

· Build a Real-World App with ASP.NET Core MVC

· Hands-On Web Development with ASP.NET and Angular 7

· C# and .NET Core 3.0

Buying a higher dollar value tier gets you all of the items in the lower priced tiers. As with all Humble Bundles, you decide how your money is allocated, choosing between charity, the publisher, Humble or if you so choose (and thanks if you do!) to support GFS purchasing using this link. You can learn more about the bundle in the video below.

GameDev News Programming

24. April 2020

Beef is an in development programming language designed specifically for games and similar performance critical applications.  This comment from Hacker News best sums up the intentions of the BEEF language:

Author here. I'm the engineering co-founder of PopCap Games. I left PopCap after the EA acquisition, and I've been working on this project mostly full-time for the last five years.

Before Beef, I was developing game code in C# and engine code in C++ and I felt C# was just much more pleasant to work with - faster compile times, better IDE tooling, better errors, etc. Then it struck me that none of the things I liked about C# really had anything to do with the JIT or the GC, and it may be possible to create a "best of" merging between C# and C++.

I know there are other "C replacement" contenders out there - the differences are probably best explained through Beef's specific design goals listed at

Beef consists of a complete compiler tool chain built on an LLVM backend, as well as a full IDE with modern features such as refactoring and code completion as well as a complete debugger and profiler.  It is available as a small (>100MB) download for Windows, or can be built from sources on Mac and Linux environments.

The Beef homepage is available here.

The Beef documentation is available here.

The move recent versions release notes are available here.

You can learn more about the Beef language and see the IDE in action in the video below.

GameDev News Programming

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